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Forum: All Forums : Call of Duty
Category: CoD+UO Map + Mod Releases
Release announcements of custom maps and other content related to Call of Duty and Call of Duty United Offensive.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: [Preview] Tuchola Forest 1945
WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Apr. 11, 2006 12:49 pm
Download link (contains 2 READMEs for players/admins):

tucholaforest_beta1.zip

Note: The PK3 that you download from the server also included these two README files.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Apr. 11, 2006 07:24 pm
We've found one piece of treeline that is missing the clips (near the German spawn, North road leaving the spawn, right side). The following server-side mod fixes the issue until I can fix it in Beta2.

z_svr_tucholabeta1fix.zip

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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Apr. 16, 2006 08:56 pm
Updated maps for Beta #2 (all three link to higher res images):






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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Apr. 16, 2006 09:04 pm
I played on the server last week. Nice map.. but very big... too big for me on my own :p

Also, (though this might be my own computer) the map crashed when I destroyed tanks. As soon as they blew up, the map would crash. This doesn't happen on stock maps, so my guess is there might be too much going on for my computer to handle.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Monday, Apr. 17, 2006 03:46 am
Aye, it's a large map although technically smaller then Foy in brush / model count. Foy is around 15k brushes and 2700 models and Tuchola is only 11k brushes and 2260 models.

I have reports that Mac users are unable to view the map using /map or /devmap mode but we're still trying to track it down. Not sure if it's merely deathmatch mode that has the issue, or if the other gametypes exhibit the issue. The Mac users can't even get to the point where they can destroy tanks.

No crashes on the servers, however. No reports of gamestate issues (|ax| runs a 42 player server, MOB runs a 32-player server). The only server crashes that happened this week were related to the snapshotentity counter wrapping (and is caused by running the same map 24/7 with no rotation).
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Monday, Apr. 17, 2006 02:30 pm
Download link for beta #2 mp_uo_tuchola_b2.zip (7436KB) - Apr 17 2006

This beta fixes some game balance issues and other things that were identified during Beta #1. There are still some outstanding issues that won't be corrected in time for Monday, so they have been tabled until Beta #3.

Major changes:

1) Reworked the raindrop effect. In order to reduce the risk in case the raindrops cause lag on the server, there will be a server-side CVar added so that admins can control the number of raindrops. Setting "syb_rain_nodes" to a value between 0 and 10 allows you to control the max # of raindrops visible for each player on the server. Good values are probably 2-4. You can also disable the raindrop effect by setting "syb_rain_nodes" to zero. (This information is also in the ADMIN README file inside the PK3 and ZIP files.)

2) The area south of G1 has been reworked. The pak40 has been moved NW to be closer to G1 and have a less commanding view of the SW Bridge. There are new rocks, trees and foliage that make the defense of G1 more complex.

3) All pak guns have had their firing angles adjusted. It should now be possible to hit what is visible in the firing arc but not possible to arc shells across the map to hit spawn areas or bases.

4) The R2 pak45 has moved south to the middle of the stone wall overlooking the field at R2. The wall in front of the pak45 is taller then the old wall. I'm waiting to see if the pak gunner needs additional protection beyond that.

5) There is a new spawn bunker with attached trenches in the Russian spawn. Two of the Base Assault spawn points have been moved closer to R2 and R1. This should also help with spawn-rape situations in the Russian spawn as the spawn points are spread out more. Also moved some vehicles around in the Russian spawn area.

6) Fixed the double-spawning T34 and double-spawning jeep situation.

7) The Russians have traded in one of their KV1s for a stock T34 tank. The current vehicle balance for Base Assault is as follows:

German
(2) Jagd
(1) StugIII
(3) Panzer IV
(3) Panzer III
(3) Halftracks

Russian
(2) KV1
(2) T34 stock
(2) T34_76
(3) BT7
(3) milk trucks

And 12 jeeps / horches spread across the map.

8) A few more trees and rocks around G2 make it more difficult to defend and give attackers places to base attacks from. Replaced the tank-eating snow drift and replaced the tank-eating old-style trench with a new one. The trench on the south side of G3 will be replaced in a future beta (ran out of time).

9) Two new paths through treelines have been added along the north flank of the German's side. These allow infantry to get closer to G3 without being spotted.

10) Fixed a bunch of road segments that exhibited the "pothole" effect. (Vehicles going wonky as they travel over that section of road or players that fall through the road surface.) I'm still on the prowl for any other reports of broken road segments. General locational information is enough as I will replace all of the road segments in a particular area when a broken one is identified.

11) A pair of FG-42s have been added to the map. Admins may wish to turn them off in their configurations. I'm leery of adding them because they are too powerful (the scope does not unseat after a round is fired like a standard sniper rifle does).

12) A few additional satchel spawns and anti-tank ammo spawns have been added on the map. They are on 30 sec respawns. Also added 2 more flamethrower spawn points (also on 30 sec respawn).

13) Fixed some of the uneveness in the Farm area, but there's a lot more to be done.

14) Added rocks and foliage around the North Bridge.

15) Fixed the exploit where players could hide in the treeline on the southwest side of the German Spawn.

16) Added additional VCLOG data to the map (which is the major reason why the BSP and PK3 are getting larger). This should help players to get more even performance across the entire map.

17) Reworked terrain around the bases. It should now be slightly easier to jump through the side/back windows of a breached base.

Known broken (or possibly broken) or outstanding issues:

1) The DOM gametype is broken and I didn't have time this week to examine why.

2) There are still two russian bunkers in the Russian spawn area that need to be detailed.

3) Hill 13 possibly needs some foxholes.

4) The fence lines in the East Farm area are still incomplete.

5) I may remove one tank from each side in order to add a jeep to each side. Unsure yet, waiting to see how it balances out in Beta #2.

6) No crater holes on the map yet. I keep meaning to add them. There are also other missing details such as changing the color of the lamps inside of bunkers and adding the flag poles during BAS.

7) Haven't added CTF yet.

8) Didn't get around to adding a flowing water sound to the riverline.

9) Still some trenches left to replace or to be added in various locations. I'm thinking of adding a few tunnels in the Farm area.

Misc Notes:

1) We're running a 20-sec bomb plant time on MOB's .76 server. The default timer is 15 seconds to plant. That extra 5 seconds is just enough to give defenders a slight edge, yet the plant vs success rate is still 63%.
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general99
General Member
Since: Oct 31, 2004
Posts: 323
Last: Dec 18, 2013
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Thursday, Apr. 27, 2006 03:48 pm
Absolutely awesome!!
(And I play tank maps under duress!)
Magnificent effort.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Monday, May. 1, 2006 05:30 am
Thank you. I'm hoping that it stands the test of time and doesn't become one of those "big bang big bust" maps. I tried very hard to learn from the best mappers out there by studying their map designs closely.

...

Updated compile file. Note that this requires Info-Zip's zip.exe file and assumes that you are using the NTFS junction method of setting up the editor.

Code:
SET MAPNAME=tuchola
SET MAPVER=100

@rem -----------------------------------------------
@rem Start by verifying that required files are present (it means we forgot to copy something)
@rem -----------------------------------------------
CD "C:\Program Files\Call of Duty\UO"
if not exist maps\mp\mp_uo_%MAPNAME%_%MAPVER%.gsc pause
if not exist maps\mp\mp_uo_%MAPNAME%_%MAPVER%.vclog pause
if not exist mp\mp_uo_%MAPNAME%_%MAPVER%.arena pause
if not exist levelshots\mp_uo_%MAPNAME%_%MAPVER%.jpg pause
if not exist soundaliases\mp_uo_%MAPNAME%.csv pause

@rem -----------------------------------------------
@rem remove existing PK3 at start of compile
@rem -----------------------------------------------
CD "C:\Program Files\Call of Duty\UO"
if exist "mp_uo_%MAPNAME%_%MAPVER%.pk3" del "mp_uo_%MAPNAME%_%MAPVER%.pk3"
if exist "mp_uo_%MAPNAME%_%MAPVER%.pk3" pause

@rem -----------------------------------------------
@rem q3map compile and VIS compile
@rem -----------------------------------------------

CD "C:\Program Files\Call of Duty\UOTools\bin"

@rem q3map -v -game uo -samplesize 32 "C:\Program Files\Call of Duty\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"
q3map -v -game uo -samplesize 42 "C:\Program Files\Call of Duty\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"
if errorlevel 1 pause

q3map -vis -game uo "C:\Program Files\Call of Duty\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"
if errorlevel 1 pause

q3map -info "C:\Program Files\Call of Duty\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%.bsp"
if errorlevel 1 pause

@rem -----------------------------------------------
@rem flare
@rem -----------------------------------------------

@rem EXTRA FAST LIGHTING
@rem flare -verbose -fast -DumpOptions -MaxVerts 8000000 -MaxPolys 4000000 -game uo "C:\Program Files\Game\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"

@rem MEDIUM QUICK
flare -verbose -extra -sundiffusesamples 1 -MaxVerts 8000000 -MaxPolys 4000000 -MaxOccluders 40000 -DumpOptions -game uo "C:\Program Files\Game\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"

@rem EXTRA DETAILED LIGHTING
@rem flare -verbose -extra -sundiffusesamples 10 -MaxVerts 8000000 -MaxPolys 4000000 -MaxOccluders 40000 -DumpOptions -game uo "C:\Program Files\Game\uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%"

@rem -----------------------------------------------
@rem compile the vclog file
@rem -----------------------------------------------

CD "C:\Program Files\Call of Duty"
CoDUOMP.exe +set r_vc_compile 2 +sv_pure 0 +devmap mp_uo_%MAPNAME%_%MAPVER%

@rem -----------------------------------------------
@rem backup source files
@rem -----------------------------------------------

CD "C:\Program Files\Call of Duty"
if exist "src_mp_uo_%MAPNAME%_%MAPVER%.zip" del "src_mp_uo_%MAPNAME%_%MAPVER%.zip"
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" uo\maps\mp\mp_uo_%MAPNAME%_%MAPVER%* uo\maps\mp\syb_*.gsc uo\maps\mp\mp_uo_%MAPNAME%_r*.gsc
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" uo\mp\mp_uo_%MAPNAME%_%MAPVER%.arena uo\soundloadspecs\mp\mp_uo_%MAPNAME%_%MAPVER%.csv
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" uo\levelshots\mp_uo_%MAPNAME%_%MAPVER%.jpg uo\levelshots\Layouts\hud@layout_mp_%MAPNAME%*.dds
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" uo\gfx\hud\hud@mp_uo_%MAPNAME%*.dds
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" uo\soundaliases\mp_uo_%MAPNAME%.csv uo\fx\weather\syb_*.efx
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" uo\sound\syb\*
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" UOTools\map_source\mp_uo_%MAPNAME%_%MAPVER%.*
@zip -uo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" UOTools\map_source\mp_uo_%MAPNAME%_%MAPVER%\*
@zip -quo9X "src_mp_uo_%MAPNAME%_%MAPVER%.zip" uo\collmaps\*

@rem -----------------------------------------------
@rem create PK3
@rem -----------------------------------------------

CD "C:\Program Files\Call of Duty\UO"
if exist "mp_uo_%MAPNAME%_%MAPVER%.pk3" del "mp_uo_%MAPNAME%_%MAPVER%.pk3"
if errorlevel 1 pause

@if exist "mp_uo_%MAPNAME%_%MAPVER%.pk3" del "mp_uo_%MAPNAME%_%MAPVER%.pk3"
@if exist "mp_uo_%MAPNAME%_%MAPVER%.zip" del "mp_uo_%MAPNAME%_%MAPVER%.zip"
@zip -uo9X "mp_uo_%MAPNAME%_%MAPVER%.zip" maps\mp\mp_uo_%MAPNAME%_%MAPVER%.bsp maps\mp\mp_uo_%MAPNAME%_%MAPVER%.gsc maps\mp\syb_*.gsc maps\mp\mp_uo_%MAPNAME%_rustle.gsc
@zip -uo9X "mp_uo_%MAPNAME%_%MAPVER%.zip" mp\mp_uo_%MAPNAME%_%MAPVER%.arena soundloadspecs\mp\mp_uo_%MAPNAME%_%MAPVER%.csv
@zip -uo9X "mp_uo_%MAPNAME%_%MAPVER%.zip" levelshots\mp_uo_%MAPNAME%_%MAPVER%.jpg levelshots\Layouts\hud@layout_mp_%MAPNAME%*.dds
@zip -uo9X "mp_uo_%MAPNAME%_%MAPVER%.zip" gfx\hud\hud@mp_uo_%MAPNAME%*.dds
@zip -uo9X "mp_uo_%MAPNAME%_%MAPVER%.zip" soundaliases\mp_uo_%MAPNAME%.csv fx\weather\syb_*.efx
@zip -uo9X "mp_uo_%MAPNAME%_%MAPVER%.zip" sound\syb\*
@zip -juo9X "mp_uo_%MAPNAME%_%MAPVER%.zip" U:\Hobbies\Games\CallOfDuty\TucholaForest1945\README_*TucholaForest.txt
ren "mp_uo_%MAPNAME%_%MAPVER%.zip" "mp_uo_%MAPNAME%_%MAPVER%.pk3"
if errorlevel 1 pause

CD "C:\Program Files\Call of Duty\"
if exist "%MAPNAME%_%MAPVER%.zip" del "%MAPNAME%_%MAPVER%.zip"
@zip -juo9X "%MAPNAME%_%MAPVER%.zip" uo\mp_uo_%MAPNAME%_%MAPVER%.pk3
@zip -juo9X "%MAPNAME%_%MAPVER%.zip" U:\Hobbies\Games\CallOfDuty\TucholaForest1945\README_*TucholaForest.txt
if errorlevel 1 pause


@rem -----------------------------------------------
@rem start server
@rem -----------------------------------------------

CD "C:\Program Files\Call of Duty"
CoDUOMP.exe +exec generic_lan.cfg +set dedicated 1 +pb_sv_guidRelax 7 +set syb_debug 1 +sv_maprotation "allow_tanks 1 gametype ctf map mp_uo_%MAPNAME%_%MAPVER%" +map_rotate


I rename my map files on a semi-daily basis (v100 to v101, then v102, then version 103...) which is why I compile with a batch file. Plus, it automatically creates a PK3 for me and also creates backups of the source files along with packaging up my distribution ZIP file complete with the two README files.

I un-comment (removing/adding the "@rem" prefix on lines) the particular flare line that I want to use before compiling. Most of the time I use a quick compile although this code shows me using a medium-slow compile for the flare step.

This batch file also automatically adds in my VCLOG data.

The only issue with creating a PK3 in this manner is that it seems to preclude Mac users from being able to run the PK3 in server-mode on their machines. It has no effect on their being able to *play* the map, they just can't seem to /devmap it and act as a server for others. I plan on creating my final release PK3 the old-fashioned way using PakScape, but all of the beta testing has been done using Info-Zip.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD+UO Map + Mod Releases
Posted: Wednesday, May. 3, 2006 10:01 pm
Pushing Beta #3 to the servers today, lots of little changes that have accumulated over the past 3 weeks of testing. Detailed change notes and the download link are at:

http://www.mobclan.com/forums/upload/index.php?showtopic=11032

Not quite done yet, but I have a scheduling conflict that requires I release a beta this week (or wait another 2-3 weeks). Rather then wait, I want to start gameplay on this beta to ensure that gameplay stayed balanced.

Beta #3 now supports the CTF gametype.
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Eggmoe
General Member
Since: Mar 23, 2006
Posts: 90
Last: Apr 20, 2007
[view latest posts]
Level 3
Category: CoD+UO Map + Mod Releases
Posted: Wednesday, May. 3, 2006 10:41 pm
scrap are they actual "milk trucks" or what if so that would be so awesome[tongue]
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